Upgrade Godot Version & Work Towards Level Gen
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@ -2,7 +2,49 @@ class_name StandardWorldGenerator
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extends WorldGenerator
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@export
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var parts: Array[PackedScene] = []
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var rooms: Array[PackedScene] = []
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var _rooms_left: Array[PackedScene] = []
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var _rooms_right: Array[PackedScene] = []
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var _rooms_top: Array[PackedScene] = []
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var _rooms_bottom: Array[PackedScene] = []
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var _rooms_blocking: Array[PackedScene] = []
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var _progress_tracker: ProgressTracker = ProgressTracker.new(1)
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func _generate(map: TileMap) -> void:
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pass
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self._sort_rooms(_progress_tracker.next_step("Sorting Rooms"))
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func _sort_rooms(step_tracker: ProgressStepTracker) -> void:
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step_tracker.complete.call_deferred()
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step_tracker.set_substeps(len(self.rooms))
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for room_scene in rooms:
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step_tracker.substep(room_scene.get_name())
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var room: StandardRoom = room_scene.instantiate()
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if room.left:
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self._rooms_left.append(room_scene)
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if room.right:
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self._rooms_right.append(room_scene)
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if room.top:
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self._rooms_top.append(room_scene)
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if room.bottom:
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self._rooms_bottom.append(room_scene)
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if room.is_block():
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self._rooms_blocking.append(room_scene)
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room.queue_free()
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if len(self._rooms_left) == 0:
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push_error("0 left rooms!")
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if len(self._rooms_right) == 0:
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push_error("0 right rooms!")
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if len(self._rooms_top) == 0:
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push_error("0 top rooms!")
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if len(self._rooms_bottom) == 0:
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push_error("0 bottom rooms!")
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if len(self._rooms_blocking) == 0:
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push_warning("0 blocking rooms!")
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func _get_progress_tracker() -> ProgressTracker:
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return self._progress_tracker
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